ZBrushCentral

topology question

Hi there,

i am struggling while creating a topology. the screenshot shows my problem which i cannot describe in words:
[topo2.jpg]

i have no clue what i am doing wrong and i hope that it is just some simple error on my side.

thanks in advance,
Ello

The topology tools in ZB currently get a little “confused” around tricky detail areas at the lowest resolution with simple quads. Notably around low poly “appendages” like fingers and toes, pretty much the same kind of situation you’ve got there. When it comes to those vertices that have spokes splitting off on multiple planes, I think it has to make guesses as to how you want to enclose your geometry, and doesnt always make the right ones without an abundance of geometry clues.

You can work around this by drawing your geometry slightly differently. “Reinforce” the appendage structure by drawing another line of polys down the length of the finger, so you appendage would be two quads wide, instead of only a single quad wide. Simply add more geometry until it works out. Usually it only takes that extra row.

This means you’ll have to tie off that line of polys with some ugly tris and poles, but you can clean this up by exporting the skin after you make it into an external modeler, clean up the excess geo, and reimport it, at which point ZB should respect the structure. I wouldnt advise using ZB’s topolgy tools to clean up after the fact, because sometimes it will land you right back where you started.

This is just my experience…Im sure Aurick or someone might have a much smarter reason for this, or way to deal with it.

thanks for your reply. so far i found a somewhat STRANGE solution here:
topo2b.jpg

cheers,
ello